dsawan Posted July 7, 2009 Posted July 7, 2009 Hi, been playing around with the new o-1 birddog and tried to do colored rocket flares to mark targets. i tried the lau-62 flare pod, 59 and 32 red,green yellow flare pods and the new illumination round found with the birddog by Diego. However, nothing illuminates and the colored rocket pods dont work. they fire but no red, green yellow etc. only effects installed on all three sf2's is the weapons pack for sf2 by killerbee and the new ca starry effects pak for sf2. i installed them like readme says. Anyone else havin probs or is therea fix to get them working? Thx. Quote
Jarhead1 Posted July 7, 2009 Posted July 7, 2009 Did u put the MISSILEOBJECT.ini from the weaps packs in the objects folder? If u didnt, then the effects wont show up, because thats where it gets the information for the effects to use. Quote
+Old Diego Posted July 8, 2009 Posted July 8, 2009 Hi, been playing around with the new o-1 birddog and tried to do colored rocket flares to mark targets. i tried the lau-62 flare pod, 59 and 32 red,green yellow flare pods and the new illumination round found with the birddog by Diego. However, nothing illuminates and the colored rocket pods dont work. they fire but no red, green yellow etc. only effects installed on all three sf2's is the weapons pack for sf2 by killerbee and the new ca starry effects pak for sf2. i installed them like readme says. Anyone else havin probs or is therea fix to get them working? Thx. Are you saying that the included O-1 weapons don't work? or other weapons that you are adding don't work? If its other weapons, then you must add the info from the missileobject ini and add it to your weapons data ini. Do you have KB's new weapons pack? I'm almost 100% positive that they were updated. Minds kinda foggy. Quote
+331Killerbee Posted July 8, 2009 Posted July 8, 2009 (edited) The MissileObject.INI included is for reference Only. It is not used in SF2 Series of Titles. The "Ordnance Shop" was developed before the knowledge of how Effects would be handled by the new Series. I plan to Up-date the "Ordnance Shop" to include atleast the Weapon's Effect Classes. Use the old MissileObject.INI to include the Weapon's Effect Class to each Weapon's Data.INI. I'll use a Mk40 Hydra Mk67Mod1 2.75 FFAR as an Example. Between the dotted Lines is how a Weapon's Data.INI should look with the Effect Class added. Each "Custom" Effect is added this way. That's why the old MissileObject.INI plays an important part as a Reference. ----------------------------------------------------------------------------------- [WeaponData001] TypeName=Mk40_Hydra_Mk67mod1 FullName=2.75" Mk 40 Rocket (Red Smoke) w/Mk67 MOD 1 ModelName=Mk40_Hydra_lores Mass=10.660000 Diameter=0.070000 Length=1.440000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=FALSE EffectClassName=WPRedRocketEffect <<<<< Important ReleaseDelay=0.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=1.700000 BoosterAccel=122.449997 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.730000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.730000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.500000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000 [WpRedRocketEffect] <<<<<<< Seen it before, Huh? GroundHitEffectName=RedWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=RedWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=RedWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 ------------------------------------------------------------------------- The above, between the dotted Lines, is how each Weapon's Data.ini should look like if You are adding a "Custom" Effect to a Weapon. If the Effect is a "Default" Effect already being used in Game, The Effect Class is not nessary. Be sure You have the "Custom" Effect in Your "Effects" Folder with all .INI's and .Tga's with it. If using a "Custom Sound", be sure You've added the .Wav File to Your "Sounds" Folder and Edit Your SoundsList.INI to reflect Your "Custom Sound" and place it in Your "Flight" Folder for the Sound to work. GUNs and their Data.INI's are handled in the same fashion. (The same Way) **** THIS FORMAT IS FOR SF2 ONLY ******** 331KillerBee Edited July 8, 2009 by 331Killerbee Quote
dsawan Posted July 10, 2009 Author Posted July 10, 2009 Hi, thx for reply. i tried putting the misileobject ini into objects but nothing happened. killerbee's reply above says tis reference only. i can wait for the updated pak, no rush in orer to fire colored smoke rockets. Quote
+331Killerbee Posted July 10, 2009 Posted July 10, 2009 Hi, thx for reply. i tried putting the misileobject ini into objects but nothing happened. killerbee's reply above says tis reference only. i can wait for the updated pak, no rush in orer to fire colored smoke rockets. dsawan, I'm sorry if I wasn't clear enough. But the MISSILEOBJECT.INI is not used to Mod in SF2. By adding the Lines ABOVE to the end of the WeaponsData.INI You want to add an EffectsClass to will solve Your Problem. Re-read My post carfully and it should become clear to You. 331KillerBee Quote
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